dam mewtwo, way to show off, will the water be reflective as the original or is that not possible in brawl?
That's not possible, or at least it isn't with my current knowledge. The most similar thing to reflections is the screen in the pokemon stages, but we would need to control the image shown to be always following the reflection, and not to look like a screen. I guess that will never be possible.
By the way, it's already wednesday, so I'm posting the stage. It's not really finished, there are some details I would have liked to include, but I didn't have the chance yesterday to make them. I would have joined the models for the tree into 1 (that's made with the columns), and added some water particles between the waterspouts and the moving platforms. I'll leave it for a future (and probably final) release.
Changelist, from what I can remember:
- New models for base, water, waterfalls and fountain
- Completed the background elements with the moon, sun and star
- Color now changes in the stage (this was already made for a few months, but I never released it)
- Tree model jointed into less models (blocks instead of 2D) for more efficiency and decreasing the limit.
- Columns jointed into one single model (they were made by 2D pieces, then I made them blocks, and then the blocks were jointed into a single model)
- Completed the rings on the columns and animated them to dissapear and come back, similar to melee.
- Changed the way waterspouts work visually. The texture now moves smoothly with a SRT0 animation, while I wasn't able to do that in the past because of the rest of texture-animated models and lack of knowledge (acquired later to releasing the stage for the first time)
- Added the ripples on the water, coming from the fountain.
- Placement changes in general. Less models, more freedom to place things in the same folder. Still, not a single modeldata, because of the different lengths of the different animations for different elements. That's transparent to users.
- Because of rearrangements, new textures and models used, the filesize is way smaller, there are less elements to show in the screen, and the lag is almost gone. I guess I noticed a very small lag with 4 pokemon trainers using charizard. That's nothingness compared to other stages of mine.
- Decreased a little the lighting in the stage to make the new models fit better. This makes the tree look a little darker, because the blocks are affected by lighting, and 2D models weren't. I'll fix it when I joint the tree models into one.
- Cleaned the animations that had unused nodes, which were quite a few.
- The number of garbage models (the small stars and such) is the same, but they're not controlled by animations anymore. They're vertexly placed (thanks, blocktool xD)
So, to do list:
- Jointing the tree into 1 model
- Water effects on the spouts
- Jointing the garbages into 1 model
- Add a bone to each model so the stage can be resized easily
- A new perfect MShadow model to cover the whole surface
- A few inside (reflection) tweaks so the inside of the grassy part is not seen anymore
- A nice results screen based on the stage
- Fixing the UVs for the columns
- ...
Video:
Gonna post it into blog now... Anyway, it's in the vault entry from yesterday, and 1 person got it already xD
Maybe the same person who downloaded the new icon in the mediafire folder too?